Methods and Systems for Social Sharing Head Mounted Display (HMD) Content With a Second Screen

ABSTRACT

Systems and method for processing video frames generated for display on a head mounted display (HMD) to a second screen are provided. One example method includes receiving the video frames formatted for display on the HMD, and while passing the video frames to the HMD, selecting a portion of content from the video frames and processing the portion of the content for output to a second screen. The video frames viewed in the HMD are a result of interactive play executed for viewing on the HMD. The second screen configured to render an undistorted view of the interactive play on the HMD. In one example, the method and system enable additional content to be rendered on the second screen (e.g., second screen content, such as social interactive play with others, other non-game content, player-player communication, etc.).

CLAIM OF PRIORITY

This application claims priority from U.S. Provisional PatentApplication No. 61/944,031, filed Feb. 24, 2014, and entitled “METHODSAND SYSTEMS FOR SOCIAL SHARING HEAD MOUNTED DISPLAY (HMD) CONTENT WITH ASECOND SCREEN.” This provisional application is herein incorporated byreference.

BACKGROUND

1. Field of the Invention

The present invention relates to methods and systems for sharinggameplay to second screens.

2. Description of the Related Art

The video game industry has seen many changes over the years. Ascomputing power has expanded, developers of video games have likewisecreated game software that takes advantage of these increases incomputing power. To this end, video game developers have been codinggames that incorporate sophisticated operations and mathematics toproduce a very realistic game experience.

Example gaming services and systems may include those provided by SonyPlaystation®, which are currently sold as game consoles, portable gamedevices, and provided as services over the cloud. As is well known, thegame console is designed to connect to a monitor (usually a television)and enable user interaction through handheld controllers. The gameconsole is designed with specialized processing hardware, including aCPU, a graphics processor for processing intensive graphics operations,a vector unit for performing geometry transformations, and other gluehardware, firmware, and software. The game console is further designedwith an optical disc tray for receiving game compact discs for localplay through the game console. Online gaming is also possible, where auser can interactively play against or with other users over theInternet. As game complexity continues to intrigue players, game andhardware manufacturers have continued to innovate to enable additionalinteractivity and computer programs.

A growing trend in the computer gaming industry is to develop games thatincrease the interaction between the user and the gaming system. One wayof accomplishing a richer interactive experience is to use wireless gamecontrollers whose movement is tracked by the gaming system in order totrack the player's movements and use these movements as inputs for thegame. Generally speaking, gesture input refers to having an electronicdevice such as a computing system, video game console, smart appliance,etc., react to some gesture made by the player and captured by theelectronic device.

Another way of accomplishing a more immersive interactive experience isto use a head-mounted display. A head-mounted display is worn by theuser and can be configured to present various graphics, such as a viewof a virtual space. The graphics presented on a head-mounted display cancover a large portion or even all of a user's field of view. Hence, ahead-mounted display can provide an immersive experience to the user.However, the immersive experience is personal to the user wearing theHMD. As such, others in the vicinity of the user wearing the HMD cannotshare in the experience.

It is in this context that embodiments of the invention arise.

SUMMARY

Embodiments of the present invention provide methods and systems forenabling head mounted displays (HMDs) to share game play or viewablecontent to a second screen. In some examples, the second screen isco-located with the HMD, and in others, the second screen is remote. Itshould be appreciated that the present invention can be implemented innumerous ways, such as a process, an apparatus, a system, a device or amethod on a computer readable medium. Several inventive embodiments ofthe present invention are described below.

In one embodiment, a system for processing video frames generated for ahead mounted display (HMD) for sharing to a second screen is provided.The system includes a client system having a processor for generatingvideo frames in response to interactive game play of a video game usingthe HMD. The generated video frames include in-band regions that includethe video game content (VGC) to be displayed on the HMD and out-of-band(OOB) regions. The system further includes a system-on-a-chip (SOC)processor having an input interface for receiving the generated videoframes. The SOC processor includes a format module for formatting thereceived frames. Also included is a graphics processor unit (GPU) forselecting a portion of the generated video frames and formatting fordisplay on the second screen. The formatted portion of the generatedvideo frames are provided to a first output interface of the SOCprocessor. The portion of the generated video frames are provided to thesecond screen to substantially mirror of the video frames rendered onthe HMD, in substantial real time. The system includes a pass-throughinterface for communicating the generated video frames between the inputinterface to a second output interface of the SOC processor. The firstoutput interface of the SOC processor is connectable to the secondscreen and the second output interface of the SOC process is connectableto the HMD.

In another embodiment, a method for processing video frames generatedfor display on a head mounted display (HMD) is disclosed. The methodincludes receiving the video frames formatted for display on the HMD,and while passing the video frames to the HMD, selecting a portion ofcontent from the video frames and processing the portion of the contentfor output to a second screen. The video frames viewed in the HMD are aresult of interactive play executed for viewing on the HMD. The secondscreen configured to render an undistorted view of the interactive playon the HMD. In example, the method and system enable additional contentto be rendered on the second screen (e.g., second screen content (SSC)).

In still another embodiment, a system for processing video framesgenerated for a head mounted display (HMD) for sharing to a secondscreen, is provided. The system includes a client system having aprocessor for generating video frames in response to interactive gameplay of a video game using the HMD. The generated video frames includein-band regions that include the video game content (VGC) to bedisplayed on the HMD and out-of-band (OOB) regions that include secondscreen content (SSC). The system also has a system-on-a-chip (SOC)processor, having an input interface for receiving the generated videoframes. The SOC processor includes extract logic for extracting the SSCfrom the out-of-band regions and a graphics processor unit (GPU) forselecting a portion of the generated video frames and formatting fordisplay on the second screen. The extracted SSC and the portion of thegenerated video frames are provided to a first output interface of theSOC processor. The generated video frames received via the inputinterface that is provided as a pass-through to a second outputinterface of the SOC processor. The first output interface of the SOCprocessor is connectable to the second screen and the second outputinterface of the SOC process is connectable to the HMD.

In yet another embodiment, a system for processing video framesgenerated for a head mounted display (HMD) for sharing to a secondscreen, is provided. The system includes a client system having aprocessor for generating video frames in response to interactive gameplay of a video game using the HMD. The generated video frames includein-band regions that include the video game content (VGC) to bedisplayed on the HMD. The system also includes a system-on-a-chip (SOC)processor having an input interface for receiving the generated videoframes. The SOC processor includes a USB input for receiving videoframes including second screen content (SSC) and extract logic forextracting the SSC from video frames. The system further has a codecunit configured to receive the video frames and the extracted SSC. Agraphics processor unit (GPU) is included for selecting a portion of thegenerated video frames and formatting for display on the second screen.The extracted SSC and the portion of the generated video frames isprovided to a first output interface of the SOC processor. The generatedvideo frames received via the input interface is provided as apass-through to a second output interface of the SOC processor. Thefirst output interface of the SOC processor is connectable to the secondscreen and the second output interface of the SOC process is connectableto the HMD.

Other aspects of the invention will become apparent from the followingdetailed description, taken in conjunction with the accompanyingdrawings, illustrating by way of example the principles of theinvention.

BRIEF DESCRIPTION OF THE DRAWINGS

The invention may best be understood by reference to the followingdescription taken in conjunction with the accompanying drawings.

FIG. 1A illustrates a system for interactive gameplay of a video game,in accordance with an embodiment of the invention.

FIG. 1B illustrates a head-mounted display (HMD), in accordance with anembodiment of the invention.

FIG. 1C illustrates an example of an HMD player sharing content to asecond screen, and another player participating in the game play via thesecond screen, in accordance with an embodiment of the invention.

FIGS. 2A-2C illustrate examples of HMD play and second screen sharingand generation of second screen content that is shared to the secondscreen and HMD, in accordance with an embodiment of the invention.

FIGS. 2D-2F illustrate examples of second screen content beingintegrated in the game play of the HMD, that is displayed on the secondscreen.

FIG. 3 illustrates an example of processing performed on video frames tointegrate second screen content into video frames (in one embodiment),and a system for receiving the video frames and outputting to both theHMD and the second screen, in accordance with an embodiment of theinvention.

FIG. 4 illustrates example processing performed by the system to enablesharing of HMD content to a second screen, in accordance with anembodiment of the invention.

FIG. 5 is an embodiment where second screen content (SSC) (e.g., whichin this example is VGC), is rendered on the second screen is simplyimage data and audio data, which mirrors the content being rendered inthe HMD, in accordance with an embodiment of the invention.

FIG. 6 illustrates one example where the out-of-band (OOB) data ispre-processed and embedded into the image frames produced by the clientsystem, so that SSC can be displayed on the second screen along with theVGC, in accordance with an embodiment of the invention.

FIG. 7 illustrates alternative embodiment of the SOC processor, whereinthe second screen content (SSC) that is added to the video game content(VGC) shown on the second screen is passed via the USB module, inaccordance with an embodiment of the invention.

FIG. 8 includes yet another embodiment, wherein the SSC is received at aUSB module in the form of HTML data, in accordance with an embodiment ofthe invention.

FIG. 9 is a diagram illustrating example components of a head-mounteddisplay 102, in accordance with an embodiment of the invention.

FIG. 10 illustrates components of a head-mounted display, in accordancewith an embodiment of the invention.

DETAILED DESCRIPTION

In one embodiment, the systems and methods described herein provide forways of allowing users of head mounted displays (HMDs), who may beplaying a game or viewing content to share the experience on a secondscreen. In some embodiments, the second screen is co-located with theHMD, and in others, the second screen is remote. It will be obvious,however, to one skilled in the art, that the present invention may bepracticed without some or all of these specific details. In otherinstances, well known process operations have not been described indetail in order not to unnecessarily obscure the present invention.

Sharing HMD video of game play to a second screen will allow other usersand/or spectators to socially interact and better experience the playevents and/or action experienced by the HMD wearing player. In oneembodiment, the content being viewed in the HMD is a rich and immersive3D environment. The video stream that is generated and sent to the HMDfor display can, in one embodiment, be split and processed forsubstantial simultaneous display on a second screen.

In one embodiment, the second screen can be, for instance, a televisiondisplay that may be proximate to the user wearing the HMD. As such,other people that may be co-located or remote, in one embodiment, mayview the action being shown in the HMD also on the second screen. Theremote user may be any number of users that are able to play a game,comment on a game, or participate socially in some way with game play.As such, many remote users may be able to access and/or play the gamebeing rendered on the HMD. The remote users can gain access to the game,for example, by accessing their gaming account or session andparticipating over a network, e.g., such as via the Internet. The remoteusers, in one embodiment, may be accessing the game in a live streamingmode, wherein the client system of the HMD is rendering the game andstreaming the game to other users. In yet another embodiment, the HMDuser is also accessing a cloud streaming version of the game, along withany number of remote users.

In one example, an HMD user's first person 3D view can be streamed liveto UStream/Twitch/Gaikai etc., in 2D or 3D and watched by many users(public broadcast) or friends (selected broadcast). The watching userscan, in one embodiment, participate in game play and/or comment orcommunicate with each other.

As used herein, the second screen can include any type of device havinga display. The display may be one connected to a gaming console (localor remote), a personal computer, a laptop, a tablet computer, a mobiledevice, a cellular phone, a thin client, a set-top box, a mediastreaming device, a wearable device, a projection device, etc.

In one embodiment, the video content that is generated for the HMD canbe split and/or intercepted and processed for display on the secondscreen. The display on the second screen can be, for example, in 2D,while the content in the HMD is shown in 3D. In some embodiments, thecontent shown on the second screen can also be in 3D format. In anexample, users viewing the content on the second screen may optionallyalso interact with the game play, such as by joining the game as aplayer, by moving characters and/or objects in the game, by providingtexts comments, by drawing lines, outlines, markings, and/or tags in thescene, and/or directly competing/participating in the same game that theuser wearing the HMD is playing.

If the user wearing the HMD is viewing some multimedia content (e.g., amovie, video clip, advertisement, contest, game, social media content(e.g., posting, messages, media streams, friend events and/or game play)video portion and/or audio), the user viewing the second screen can alsointeract with the HMD user. In one example, the user viewing the secondscreen can decide when a good time may be to interrupt, pose a question,send a message, or participate in the experience. Without such secondscreen view, users are generally unable to see or experience what an HMDuser is experiencing, which reduces opportunities to socialize withother users that may wish to contribute to the immersive experience ofthe HMD user.

As such, by providing this functionality and system, the game play usingthe HMD can be more social, thereby improving the interest in HMD-typegames. In still other embodiments, the computer/console can includelogic to enable different content to be processed by the same computerrendering the HMD game, while passing the different content to thesecond screen. For example only, the system would allow the computingdevice to process an HMD game and also render streaming movies from anonline media content provider. In one example, the computer can itselfinclude logic for processing the splitting of content delivery or thelogic can be disposed in a separate hardware device.

In the examples described below, the computer 106 can be defined by aclient system 106 a (e.g., a game console) and a system on a chip (SOC)processor 106 b (e.g., hardware device with I/O connectors). The SOCprocessor can include the logic and circuitry for interfacing/receivingthe output of the client system 106 a and processing the output todeliver (a) the HMD 3D video stream and (b) the video stream that isprovided to a second screen 107. The SOC processor 106 b, in oneembodiment, may include I/O connectors that receive the video output ofthe client system 106 a. The SOC processor 106 b will include hardwareand/or logic that is processed for taking the video input received fromthe client system 106 a and processes the video input to format videooutput for the second screen, which may plug into the SOC processor 106b. The SOC processor 106 b, will also include logic and/or hardware forpassing through the video input to the HMD 102.

In one embodiment, the SOC processor 106 b will format the video outputfor the second screen 107, so that a 2D format can be provided fordisplay. This processing is performed, as the output of the clientsystem 106 a, in one embodiment, is producing 3D formatted video output,which is formatted for display on the HMD 102. Accordingly, in oneembodiment, the SOC processor 106 b may include an input I/O thatconnects to the client system 106 a and at least two output I/Os thatrespectively connect to the HMD 102 and the second screen 107. In oneembodiment, the output I/O that connects to the HMD 102 is wired or canbe wireless. It should be understood, however, that the client system106 a and the SOC processor 106 b may be integrated together in onesystem, if desired.

FIG. 1A illustrates a system for interactive gameplay of a video game,in accordance with an embodiment of the invention. A user 100 is shownwearing a head-mounted display (HMD) 102. The HMD 102 is worn in amanner similar to glasses, goggles, or a helmet, and is configured todisplay a video game or other content to the user 100. The HMD 102 isconfigured to provide an immersive experience to the user by virtue ofits provision of display mechanisms in close proximity to the user'seyes and the format of the content delivered to the HMD. In one example,the HMD 102 can provide display regions to each of the user's eyes whichoccupy large portions or even the entirety of the field of view of theuser.

In one embodiment, the HMD 102 can be connected to a computer 106. Theconnection to computer 106 can be wired or wireless. The computer 106can be any general or special purpose computer, including but notlimited to, a gaming console, personal computer, laptop, tabletcomputer, mobile device, cellular phone, tablet, thin client, set-topbox, media streaming device, etc. In some embodiments, the HMD 102 canconnect directly to the internet, which may allow for cloud gamingwithout the need for a separate local computer. In one embodiment, thecomputer 106 can be configured to execute a video game (and otherdigital content), and output the video and audio from the video game forrendering by the HMD 102. The computer 106 is also referred to herein asa client system 106 a, which in one example is a video game console.

The computer may, in some embodiments, be a local or remote computer,and the computer may run emulation software. In a cloud gamingembodiment, the computer is remote and may be represented by a pluralityof computing services that may be virtualized in data centers, whereingame systems/logic can be virtualized and distributed to user over anetwork.

The user 100 may operate a controller 104 to provide input for the videogame. In one example, a camera 108 can be configured to capture image ofthe interactive environment in which the user 100 is located. Thesecaptured images can be analyzed to determine the location and movementsof the user 100, the HMD 102, and the controller 104. In one embodiment,the controller 104 includes a light (or lights) which can be tracked todetermine its location and orientation. Additionally, as described infurther detail below, the HMD 102 may include one or more lights whichcan be tracked to determine the location and orientation of the HMD 102in substantial real-time during game play.

The camera 108 can include one or more microphones to capture sound fromthe interactive environment. Sound captured by a microphone array may beprocessed to identify the location of a sound source. Sound from anidentified location can be selectively utilized or processed to theexclusion of other sounds not from the identified location. Furthermore,the camera 108 can be defined to include multiple image capture devices(e.g. stereoscopic pair of cameras), an IR camera, a depth camera, andcombinations thereof.

In some embodiments, computer 106 can execute games locally on theprocessing hardware of the computer 106. The games or content can beobtained in any form, such as physical media form (e.g., digital discs,tapes, cards, thumb drives, solid state chips or cards, etc.) or by wayof download from the Internet, via network 110. In another embodiment,the computer 106 functions as a client in communication over a networkwith a cloud gaming provider 112. The cloud gaming provider 112 maymaintain and executes the video game being played by the user 102. Thecomputer 106 transmits inputs from the HMD 102, the controller 104 andthe camera 108, to the cloud gaming provider, which processes the inputsto affect the game state of the executing video game. The output fromthe executing video game, such as video data, audio data, and hapticfeedback data, is transmitted to the computer 106. The computer 106 mayfurther process the data before transmission or may directly transmitthe data to the relevant devices. For example, video and audio streamsare provided to the HMD 102, whereas a vibration feedback command isprovided to the controller 104.

In one embodiment, the HMD 102, controller 104, and camera 108, maythemselves be networked devices that connect to the network 110 tocommunicate with the cloud gaming provider 112. For example, thecomputer 106 may be a local network device, such as a router, that doesnot otherwise perform video game processing, but facilitates passagenetwork traffic. The connections to the network by the HMD 102,controller 104, and camera 108 may be wired or wireless. In someembodiments, content executed on the HMD 102 or displayable on a display107, can be obtained from any content source 120. Example contentsources can include, for instance, internet websites that providedownloadable content and/or streaming content. In some examples, thecontent can include any type of multimedia content, such as movies,games, static/dynamic content, pictures, social media content, socialmedia websites, etc.

As will be described below in more detail, a player 100 may be playing agame on the HMD 102, where such content is immersive 3D content. Thecontent on the HMD 102, while the player is playing, can be shared to adisplay 107. In one embodiment, the content shared to the display 107can allow other users proximate to the player 100 or remote to watchalong with the user's play. In still further embodiments, another playerviewing the game play of player 100 on the display 107 may participateinteractively with player 100. For example, a user viewing the game playon the display 107 may control characters in the game scene, providefeedback, provide social interaction, and/or provide comments (via text,via voice, via actions, via gestures, etc.,) which enables users thatare not wearing the HMD 102 to socially interact with player 100, thegame play, or content being rendered in the HMD 102.

FIG. 1B illustrates a head-mounted display (HMD), in accordance with anembodiment of the invention. As shown, the HMD 102 includes a pluralityof lights 200A-H, J and K. Each of these lights may be configured tohave specific shapes and/or positions, and can be configured to have thesame or different colors. The lights 200A, 200B, 200C, and 200D arearranged on the front surface of the HMD 102. The lights 200E and 200Fare arranged on a side surface of the HMD 102. And the lights 200G and200H are arranged at corners of the HMD 102, so as to span the frontsurface and a side surface of the HMD 102. It will be appreciated thatthe lights can be identified in captured images of an interactiveenvironment in which a user uses the HMD 102. Based on identificationand tracking of the lights, the location and orientation of the HMD 102in the interactive environment can be determined. It will further beappreciated that some of the lights may or may not be visible dependingupon the particular orientation of the HMD 102 relative to an imagecapture device. Also, different portions of lights (e.g. lights 200G and200H) may be exposed for image capture depending upon the orientation ofthe HMD 102 relative to the image capture device. In some embodiments,inertial sensors are disposed in the HMD 102, which provide feedbackregarding positioning, without the need for lights. In some embodiments,the lights and inertial sensors work together, to enable mixing andselection of position/motion data.

In one embodiment, the lights can be configured to indicate a currentstatus of the HMD to others in the vicinity. For example, some or all ofthe lights may be configured to have a certain color arrangement,intensity arrangement, be configured to blink, have a certain on/offconfiguration, or other arrangement indicating a current status of theHMD 102. By way of example, the lights can be configured to displaydifferent configurations during active gameplay of a video game(generally gameplay occurring during an active timeline or within ascene of the game) versus other non-active gameplay aspects of a videogame, such as navigating menu interfaces or configuring game settings(during which the game timeline or scene may be inactive or paused). Thelights might also be configured to indicate relative intensity levels ofgameplay. For example, the intensity of lights, or a rate of blinking,may increase when the intensity of gameplay increases.

The HMD 102 may additionally include one or more microphones. In theillustrated embodiment, the HMD 102 includes microphones 204A and 204Bdefined on the front surface of the HMD 102, and microphone 204C definedon a side surface of the HMD 102. By utilizing an array of microphones,sound from each of the microphones can be processed to determine thelocation of the sound's source. This information can be utilized invarious ways, including exclusion of unwanted sound sources, associationof a sound source with a visual identification, etc.

The HMD 102 may also include one or more image capture devices. In theillustrated embodiment, the HMD 102 is shown to include image captureddevices 202A and 202B. By utilizing a stereoscopic pair of image capturedevices, three-dimensional (3D) images and video of the environment canbe captured from the perspective of the HMD 102. Such video can bepresented to the user to provide the user with a “video see-through”ability while wearing the HMD 102. That is, though the user cannot seethrough the HMD 102 in a strict sense, the video captured by the imagecapture devices 202A and 202B can nonetheless provide a functionalequivalent of being able to see the environment external to the HMD 102as if looking through the HMD 102.

Such video can be augmented with virtual elements to provide anaugmented reality experience, or may be combined or blended with virtualelements in other ways. Though in the illustrated embodiment, twocameras are shown on the front surface of the HMD 102, it will beappreciated that there may be any number of externally facing camerasinstalled on the HMD 102, oriented in any direction. For example, inanother embodiment, there may be cameras mounted on the sides of the HMD102 to provide additional panoramic image capture of the environment.

FIG. 1C illustrates one example of an HMD 102 user interfacing with aclient system 106, and the client system 106 providing content to asecond screen display, which is referred to as a second screen 107. Aswill be described below, the client system 106 may include integratedelectronics for processing the sharing of content from the HMD 102 tothe second screen 107. Other embodiments may include a separate device,module, connector, that will interface between the client system andeach of the HMD 102 and the second screen 107. In this general example,user 100 is wearing HMD 102 and is playing a video game using controller104. The interactive play by user 100 will produce video game content(VGC), which is displayed interactively to the HMD 102.

In one embodiment, the content being displayed in the HMD 102 is sharedto the second screen 107. In one example, a person viewing the secondscreen 107 can view the content being played interactively in the HMD102 by user 100. In another embodiment, another user (e.g. player 2) caninteract with the client system 106 to produce second screen content(SSC). The second screen content produced by a player also interactingwith the controller 104 (or any type of user interface, gesture, voice,or input), may be produced as SSC to the client system 106, which can bedisplayed on second screen 107 along with the VGC received from the HMD102.

Accordingly, the interactivity by other users who may be co-located orremote from an HMD user can be social, interactive, and more immersiveto both the HMD user and users that may be viewing the content played bythe HMD user on a second screen 107. As illustrated, the client system106 can be connected to the Internet 110. The Internet can also provideaccess to the client system 106 to content from various content sources120. The content sources 120 can include any type of content that isaccessible over the Internet.

Such content, without limitation, can include video content, moviecontent, streaming content, social media content, news content, friendcontent, advertisement content, etc. In one embodiment, the clientsystem 106 can be used to simultaneously process content for an HMDuser, such that the HMD is provided with multimedia content associatedwith the interactivity during gameplay. The client system 106 can thenalso provide other content, which may be unrelated to the video gamecontent to the second screen. The client system 106 can, in oneembodiment receive the second screen content from one of the contentsources 120, or from a local user, or a remote user.

FIG. 2A illustrates one example of gameplay using the client system 106that is capable of rendering the video game content to the HMD 102 ofuser 100, and also share video content of the gameplay to a secondscreen 107. In this illustration, the game content provided to the HMDis in a rich interactive 3-D space. The content, as should beunderstood, would not be automatically displayable on a two-dimensionaldisplay. Accordingly, the client system 106 is configured to process thethree-dimensional interactive content that is resulting from thegameplay by the HMD user and then display the video content on thesecond screen 107 in an undistorted format.

In this manner, any person that may be co-located with the HMD user canview the content being played by the HMV user on the second screen 107.By sharing the content to the co-located person, the immersiveinteractive activity experience by the HMD user can be shared to others,which will improve the social interactive interchange between the HMDuser and any other person located proximate to the HMD user. Asmentioned above, the cloud gaming service 112 can also provide foraccess to various games 130, which can be accessible to the user of theHMD 102, for play on the client system 106. The game content can bedownloaded to the client system 106 or can be executed in one embodimentby a cloud processing system. Cloud gaming service 112 can also includea database of users 140, which are allowed to access a particular game,by particular games, share experiences with other friends, postcomments, and manage their account information.

The cloud gaming service can also store game data 150 for specificusers, which may be usable during gameplay, future gameplay, sharing toa social media network, or for storing trophies, awards, status,ranking, etc. Social data 160 can also be managed by cloud gamingservice 112. The social data can be managed by a separate social medianetwork, which can be interfaced with cloud gaming service 112 over theInternet 100. Over the Internet 100, any number of client system 106 canbe connected for access to the content and interaction with other users.

Continuing with the example of FIG. 2A, the three-dimensionalinteractive scene viewed in the HMD can include gameplay, such as thecharacters illustrated in the 3-D view. One character, e.g. P1 can becontrolled by the user 100 that is wearing the HMD 102. This exampleshows a combat scene between 2 players, wherein the HMD user 100 isfighting with another character in the 3-D view. The other character canbe an AI (artificial intelligence) character of the game, or can becontrolled by another player or players (Pn).

In one embodiment, the share 2-D view provided to the second screen 107can include more or less of the views provided via the HMD 102. In someexamples, less of a view is provided due to the formatting required topresent a 2-D view that is extracted, chopped, and/or undistorted fromthe original 2-D view provided in generated for the HMD 102.

FIG. 2B illustrates an example where the client system 106 can beconfigured to present independent content to the second screen 107. Theindependent content can be, for example independent of the gameplaycontent experience by user 100 wearing HMD 102. The client system 106can be configured to process both the content being delivered to the HMD102 and also process the content provided to the second screen 107,which may be obtained from any content source 120. In this example, theuser that is co-located may choose to utilize the client system 106 toalso view a movie, which is not related to the video gameplay presentedin the HMD 102.

In one example, the content viewed in second screen 107 can bedynamically switched. For example, the co-located person can be viewinga movie on the second screen 107 and at some point in time the user 100playing again with the HMD 102 can decide to share some or all of thecontent that was played using HMD 102. The shared content can be, forexample a portion of the interactive video scenes that the HMD user hadjust played. In one example, the user may decide to share a clip of afight scene, an interesting interactive maneuver, a terrain entered, awinning event, etc.

The sharing, which may be triggered by the selection of a share buttonon the controller 104 can then transition the second screen 107 to showthe video of the scene, which would then discontinue showing theindependent view of the movie. The independent view the movie can bepaused while the shared interactive scene is viewed on the second screen107 and then the movie can be resumed or ended, depending on user input.

FIG. 2C illustrates an example where a player is co-located with theplayer 100 that is wearing HMD 102. During gameplay on the HMD 102, theclient system can also enable another user to play in the game orinteract in the game being played by the user wearing the HMD 102. Inthe example fight scene, the second player P2, can be manipulating oneof the characters in the fight scene with the character of player P1. Aswill be described below, the interactive content and social interactionby the second player is received by the client system 106 and integratedinto the video content displayed in the second screen 107. Theinteractive content can also be shared back to the scene viewed in theHMD 102.

FIG. 2D illustrates an example where a second player may be interactingwith the scene viewed by the HMD user. The second player can introducenew characters or actions or interfaces with the video game. Thisintegration can include, for example the addition of a character orobject, and the character object can be displayed and integrated withthe scenes rendered in the HMD 102 and also rendered in the secondscreen 107. The interactive content, players, data, or actions producedby the second player that is now interacting in the scenes viewed andplayed by the HMD user 100, are represented as second screen content(SSC). The second screen content is additional data that is or allowssocial interaction with the content being viewed and interacted with viathe HMD 102.

FIG. 2E illustrates an example where the second screen content is a textmessage that is provided by another user, such as a user that isco-located with the HMD user. In this example, the HMD user iscontrolling a character with a sword, and the other player can sociallyinteract with the gameplay being displayed on the second screen 107. Inthis example, the other player interacting with the HMD player providesa message that is overlaid into the game screen of the HMD user and also(optionally) on the second screen 107.

This example shows the user communicating socially with the HMD user,such as providing information regarding the gameplay. This informationis shown as providing a message to the HMD user regarding the locationof another player or AI character. The message reads “watch out!! He ishiding behind tree”. Of course this is just an example and any type ofmessage, text, icon, emoticon, graphic, combinations thereof which maybe provided as second screen content that can be viewed on the secondscreen 107 and also on the images rendered on the HMD 102.

FIG. 2F illustrates an example where the second screen 107 can includesplit screen functionalities. Its screen functionality can allow fordynamic presentation of the HMD content in part of the second screen(showing video game content (VGC)), and different content on anotherpart of the screen. The different content can include content obtainedfrom any content source 120, or content obtained from other users thatare socially interacting with the user wearing the HMD 102. The userwearing the HMD 102 can also socially communicate with the user viewingthe second screen.

The user wearing the HMD 102 can also, for example, provide textmessages, comments, audio, voice, or some type of interaction or contentthat is displayed on the second screen. In one embodiment, the differenttypes of content can include other games, movies, Internet content,television broadcast, etc. In one embodiment, dynamic shifting betweenthe content being received from the HMD 102 and other content can betransitioned on the second screen 107. An example transition can includea sliding bar which exposes either the second screen content from theHMD 102 or different content from another source. Various formats fordisplaying content on the second screen are possible, includingpicture-in-picture windows, thumbnails, overlays, etc.

FIG. 3 illustrates an example of the client system 106, wherein theclient system 106 is defined by the client system 106 a and a system ona chip (SOC) processor 106 b. In one example, the client system 106 amay be a computer. In another example, the client system 106 b can be agame console. In one example, the SOC processor 106 b can be defined bya separate module or device. For example, the SOC 106 b can be definedby a device having I/O plugs/connectors and circuitry for processingcontent that is received from the client system 106 a and split fordelivery to both the HMD 102 and a second screen. In one embodiment, theI/O plugs/connectors can include various types of HDMI connectors, USBconnectors, power connectors, or proprietary connectors.

The circuitry of the SOC 106 b can be defined by one or more chips,which may include a processor. In some embodiments, the circuitry can bedefined by firmware embodied in one or more chips. In one embodiment, aprocessor and memory is provided the process instructions, frame data,extraction, frame processing, video processing, etc. In someembodiments, the SOC 106 b can be defined by one or more circuits thatcan process image data, audio data, encode data, decode data, compresseddata, decompress data, processed graphics (e.g., using one or moregraphics processors (GPUs).

Accordingly, it should be understood that the SOC processor 106 b can beembodied as a separate device that receives the output from clientsystem 106 a and provide output to both the second screen 107 and theHMD 102. In another embodiment, the SOC processor 106 b can be fullyintegrated into the client system 106 a. In the following examples, theconfiguration will be defined with reference to the SOC processor 106 bbeing a separate device.

Continuing with the description of FIG. 3, the client system 106 a isconfigured to execute game applications 302, which may include code orlogic for processing second screen content 304. In one example, thesecond screen out code 304, is code that is integrated with a gameapplication 302, to allow second screen interactivity during gameplay,and also to integrate second screen content into video frames.Accordingly, game applications can be either modified to include thesecond screen out code 304, or can be interfaced with add-on code ormodules that allow the processing of second screen out code 304.

In one embodiment, the video frames produced by the game application 302are provided to an HMD library module 306. The HMD library module 306 isconfigured to process the video frames for generation of video framesthat include second screen content (SSC), which is integrated intoout-of-band (OOB) data of the video frames. As shown, the second screenoutput code 304 of the game application 302 is configured to generate acompressed stream, which in one embodiment is compressed using an H.264standard. Of course, other standards for compression or encoding can beutilized. The compressed stream is then provided to the HMD librarymodule 306, which is configured to integrate the compressed secondscreen content (SSC) into the video frames that include the video gamecontent (VGC).

The video game content, in one embodiment, is formatted to be presentedon the video frames in a left and right eye format. The left and righteye format include the video game content, while the out-of-band (OOB)data is integrated into, preferably the edges of the video frames. Aswill be described below, the edges of the video frames are consideredout-of-band, since the content is may not displayable or viewable on theHMD 102. This therefore provides an area in the video frames that can beencoded with the second screen content at the client system 106. Inanother embodiment, video streaming applications 308 can provide thecontent that is encoded into the second screen content of the videoframes.

The video streaming application 308 can be obtained from a contentsource 120, which can be obtained over the Internet 100. The gameapplication 302, in one embodiment can be obtained from cloud gaming112, when the gaming application is executed using online streamingfunctions. In still another embodiment, content being executed by theclient system 106 a can also be saved to memory, such as to allowrecording 310 of gameplay. The recording of gameplay can be occurring ina buffered format, so as to allow sharing of part or all of the gameplaywith another user.

As mentioned herein, the sharing can be triggered by any input. Thesharing can be triggered by selection of a sharing button on thecontroller, by voice input, by a gesture input, or by reaching somepoint in an application or game scene. The video frames 320, will nowinclude the video game content (VGC) and the second screen content (SSC)that was compressed and integrated into the out-of-band (OOB) areas ofthe video frames 320. At this point, the output of the client system 106a will include the stream of frames 320, which are received by the SOCprocessor 106 b. The SOC processor 106 b is configured to receive theframes 320, and process the frames so that the video game content can berendered to the HMD 102, as well as providing the video game content(VGC) along with second screen content (SSC) (if any), to the secondscreen 107. As shown, some embodiments will include providing a live (orrecorded) video stream to a remote location, so another person may playor view the streamed game content. The processing performed by SOCprocessor 106 b, and components utilized for processing the frames willbe described in greater detail below with reference to FIGS. 5 through8.

FIG. 4 illustrates an example of processing performed by the clientsystem 106 a and the SOC processor 106 b. The example processing, in oneembodiment, the scribe method operations that can be performed by thesystems to provide interactive immersive content to HMD 102 and sharingof content to second screen 107. In this example, the client system 106a is interfaced with the Internet 110. Connection to the Internet, inone embodiment, is not required. When Internet connection 110 ispresent, content sources 120 can be accessed by client system 106 a, aswell as cloud gaming 112.

In one example, the client system 106 a can allow user to select 350again the play using the HMD, so as to render three-dimensional content.The selection of games can include allowing that HMD user to select oneor more games from a menu, from a display screen, from a listing, fromgames available to the server, and or games available locally in storageor a physical media. The games utilized by the HMD, to allow for thesecond screen sharing may include second screen out code, which willallow for the processing of the second screen content for integrationinto the video frames 320. In other embodiments, the game applications302 need not be modified, and other code enabling second screen contentto be displayed can be processed by the client system 106 a and/or theSOC processor 106 b.

In operation 352, a game is executed and will generate gain content. Thegain content is presented and generated so that each eye of the userwill see different frame data, such that the frame data can presentimmersive 3-D formats viewable through the HMD. In one embodiment, theexecution of the game can include the processing of the screen out code304, which generates the second screen content, which may be integratedwith the content produced by the execution of the video game. Inoperation 354, a determination is made as to whether gameplay should beshared to a second display.

In some embodiments, the user may not wish to share the content of theHMD 102 to a second screen. In some embodiments, the user may decide toonly share contents to a second screen for specific scenes, events, orclips. When the user decides to share to a second screen, the content issent to the SOC processor 106 b. The content is sent to a split input358, which will handle splitting the input of the video frames so thatthe video game content in 3-D format can be passed through to the HMDthe operation 356. The split input 358, is provided to define a logicaloperation of splitting content, but not necessarily a physical splitter.

The split input 358 will therefore communicate to operation 360, wherelogic will access the frame stream to identify the content of one eye ofthe HMD as well as identify any second screen content that may bepresent in the out-of-band (OOB) data of the frames, to produce thesecond screen content. In operation 362, the content for the one eye(video game content) is formatted for rendering in a 2-D representation,along with any integrated second screen content. The formatted videostream having a second screen content is then provided to the secondscreen, an HMD in operation 364. This content can then be displayed onthe display screen 107. As such, the SOC processor 106 b will functionas a logical splitter that receives output from the client system 106 aand provides content to both the HMD 102 and the second screen 107.

In one embodiment, with reference to FIG. 5, a system for processingvideo frames generated for a head mounted display (HMD) for sharing to asecond screen is provided. The system includes a client system 106 ahaving a processor for generating video frames, e.g., 320—see FIG. 3, inresponse to interactive game play of a video game using the HMD. Thegenerated video frames including in-band regions that include the videogame content (VGC) to be displayed on the HMD and out-of-band (OOB)regions that include second screen content (SSC). The system can includea system-on-a-chip (SOC) processor (106 b) having an input interface forreceiving the generated video frames. The SOC processor includes extractlogic 430 for extracting the SSC from the out-of-band regions. Alsoincluded is a graphics processor unit (GPU) 410 for selecting a portionof the generated video frames and formatting for display on the secondscreen. The extracted SSC and the portion of the generated video framesare provided to a first output interface 405 of the SOC processor. Thegenerated video frames received via the input interface are provided asa pass-through to a second output interface 414 of the SOC processor.The first output interface of the SOC processor is connectable to thesecond screen 107, and the second output interface of the SOC process isconnectable to the HMD 102.

In some implementations, the SOC processor includes a codec module fordecoding the SSC extracted by the extract logic. In someimplementations, the portion of the generated video frames, is selectedby the GPU includes video game content (VGC) that is predefined fordisplay to one eye in a display of the HMD, the portion furtherexcluding the OOB regions.

In some implementations, the formatting by the GPU includes performingan un-distortion function to the VGC in the portion, the un-distortionfunction removes graphic effects that are native for display in the HMD.The formatting by the GPU includes a cropping function and a scalingfunction. The cropping function and scaling function processed to fit anative display format of the second screen, that is different than anative format of the HMD. In some embodiment the SOC processor furtherincludes an audio pass-through 404 communicated between the inputinterface 402 and the first output interface 405.

In some implementations, the SOC processor further includes a USB moduleinput for connection with the client system. The USB module isconfigured to receive audio and output motion data obtained from the HMDback to the client system. In one example, the USB module communicatesthe received audio from the client system to a 3D audio rendering modulefor delivery to the HMD. The 3D audio rending module further configuredwith an input for receiving audio from the input interface.

In some implementations, the SOC processor further includes a sensorpass-through module for receiving motion data from the HMD. The motiondata is communicated to the USB module for communication to the clientsystem. The motion data identifies or is data for motion of the HMD thatis used by the client system to modify the interactive game play of thevideo game (e.g., as seen from the stand point of the HMD).

In some implementations, the system includes a camera 108 input receivedby the client system 106. The camera input configured to capture imagedata of a scene (e.g., see FIG. 1A) that includes the HMD. The capturedimage data used by the client system to modify or not modify (based ongame logic) the interactive game play of the video game. A motionpass-through module 418 in the SOC processor 106 b for receiving motiondata from the HMD 102 is provided. The motion data is used by the clientsystem to further modify the interactive game play, if game logicdetermines that modification is needed, of the video game. Modificationsin the interactive game play are rendered in the video frames producedby the client system. The video frames are pass-through the SOCprocessor to the HMD and processed by the SOC processor for sharing tothe second screen via the SOC processor. In some implementations,wherein the extract logic operates on the video frames received from theinput interface, e.g., as shown in FIG. 6, 430.

FIG. 5 illustrates one example embodiment, where a system on a chip(SOC) processor 106 b implements processing for rendering content for asecond screen 107, along with content for the HMD 102, in accordancewith one embodiment. In this example, the client system 106 a providesas output video frames from a frame buffer to an HDMI (high definitionmultimedia interface) input 402. The embodiments envision that othertypes of connectors/interfaces are also possible, and no limitationshould be made to the use of HDMI. The video format, in one embodiment,is configured to render a 1080p quality image, at 60 frames per secondor 30 frames per second, or at any desired frame per second rate (whichcan vary depending on the implementation). In some embodiments, inaddition to 1080p, other formats may include 1080i, 720p, 480p, 480i,1440p (2560×1440) WQHD, 4K (3840×2160) @ various frame rates (60 hz, 75hz, 90 hz, 100 h, 120 hz, etc. Although these formats are proved asexamples, other formats are also possible, depending on the desiredimplementation. In one embodiment, more or less than 60 frames is outputto a display (e.g., 30 frames per second (or more or less)). In oneembodiment, the format of the image frames received from the HDMI input402 have a standard YUV422. It should be understood that other standardformats may also be used, and this standard format is just one example.

The audio component for the second screen 107 is passed via 404 to anHDMI output 405. The video component is passed to an image processor 408component, that is configured to process the frame data received fromthe HDMI input 402, before passing the image data to a graphicsprocessing unit 410. In one embodiment, the image processor 408component is configured to perform tiling, which clusters a linear inputof image data into block clusters. By tiling the image data into blockclusters, the GPU 410 is able to more efficiently access memory andprocess the image data for output to the HDMI output 405. In oneembodiment, the GPU 410 processes instructions for selecting a subset ofthe image received by HDMI input 402 and obtained from image processor408 for processing. Selection of a subset of the image can include, forexample, selecting a portion of the image that includes what would beseen by a left (or right) eye of a user via the HMD 102. The GPU 410, inone embodiment, can perform cropping of the image frames to select oneeye of image data from the received frames. In one embodiment, the GPU410 is further configured to process instructions to un-distort theimage data selected, so that the data can be displayed on second screen107 in a non-3D format. The un-distort operation can include filteringout out-of-band (OOB) data, and removing image warping that wasoriginally added and/or designed for the HMD 102.

The HMD 410 can also execute instructions to provide scaling, which willenable display on specific second screens. For instance, the scaling canbe automatic for an anticipated screen size or format, can be custom setby a user, and/or can be detected by the SOC processor 106 b or clientsystem 106 a. By processing this additional processing by GPU 410, it ispossible to render a flatter image on the second screen 107, as if theimage had intentionally been designed for the second screen 107. Theoutput of the GPU 410, may, in one embodiment, be in a standard videoformat, such as YUV422, or another standard that is best suitable forthe display device that will function as the second screen.

In one embodiment, the video frames received by the HMDI input 402 arepassed through to an output, such as LVDS (low voltage differentialsignal) output 414 and to an LVDS HML connector. The HMD 102, in oneexample, is connected by a wire to the LVDS HML connector. In anotherembodiment, the output 414 can be replaced with a wireless communicationcircuit, which can interface with the HMD 102 over a wirelessconnection. In still other embodiments, the output to the HMD can useother types of connectors or cables, which are not limited to theexample of LVDS.

In one embodiment, the client system 106 a can be connected to abi-direction link to a USB module 404. Audio input from the clientsystem 106 a is passed to the USB module 404, which is then passed to a3D audio rendering module 416. The 3D audio rendering module 416 isconfigured to synthesize the audio that is to be passed to the HMD 102,so that audio can be rendered with reference to the 3D environment beingdisplayed in the HMD 102. In one embodiment, the primary audio that isrendered on the HMD 102 is received directly from the client system 106a, via USB 404. In another embodiment, the audio rendered on the HMD 102can also include some or all of the audio received from HDMI input 402.As shown, the feedback from the HMD 102 can include, for example, motiondata from inertial sensors. As the user wears the HMD 102 and movesaround during game play, the motion of the user's head can providedifferent perspective views into the 3D space rendered by the HMD.

The motion data is then passed to a sensor pass through 418, which isthen communicated to a USB module 404. The motion data is thencommunicated back to the client system 106 a, which can use the motioninformation to adjust the rendering of the video, e.g., based on theinteractive scene being viewed/played by the user via the HMD 102. Asmentioned above, other feedback of the user's position/movement can bereceived by the client system 106 a. For example, image data can becaptured of the user (e.g., as shown in FIG. 1A), and that data imagecan be used along with the motion/inertial data to influence, change,and modify the content of the video being rendered on the HMD during theinteractive game play.

In the example of FIG. 5, the second screen content (SSC) rendered onthe second screen 107 is simply image data and audio data, which mirrorsthe content being rendered in the HMD 102. In this example, similar toFIG. 2A, other persons in the vicinity of game play can view, on thesecond screen the immersive experience of the HMD user.

FIG. 6 illustrates one example where the out-of-band (OOB) data ispre-processed and embedded into the image frames produced by the clientsystem 106 a. The OOB data can include game play by other users,messages, participation in game play, moving of characters, changing ofcontent, interfacing with characters of the main user playing on theHMD, sharing of text messages, sharing of game related data, sharing ofgame metrics, sharing social content, content regarding chat messaging,text messaging, video messaging, or other non-game related content.

As discussed above, the client system 106 a is configured to process thesecond screen content (SSC) for integration into video frames ascompressed OOB data (e.g., compressed data provided in the edges of thevideo frames). The term OOB data is used herein to describe data that isgenerally not rendered on a display of the HMD. The edges of imagesframes, when rendered in the HMD are generally not viewable by the user,and as such, this space in the frame data can be used to storecompressed (or uncompressed) second screen content. In some embodiments,audio content is also stored or integrated in the OOB data of the imageframes.

Continuing with the example of FIG. 6, the HDMI input 402 is shownpassed to a module 430 that is configured to receive the image data andalso extract the OOB data. In one embodiment, the content stream that isembedded in the OOB data can be in the range of 90 megabits per second(or greater), which can allow for a rich interactive experience on thesecond screen 107.

As noted above, the OOB data can be, in one embodiment, compressed bythe client system 106 a when the OOB data is integrated in the imageframe edges. The compressed/encoded OOB data, in one embodiment, isencoded using an encoder using an H.264 encoding format. The extractedOOB data is therefore shown as an H.264 stream that is passed to animage processor/H.264 codec 432. In this example, the H.264 codec isconfigured to decode the video stream for the second screen content(SSC). The SSC is then processed by image processor processing. Theimage processor processing, as described above with reference to FIG. 5,also processes the received image data (e.g., the image data thatincludes the left and right image data of the video game content). Asdescribed above, image processor processing is configured to tile theimage data in block clusters, which makes image processing by the GPU410 more efficient. The GPU 410, as in FIG. 5, performs un-distortion,cropping, and scaling.

The cropping can include removal of any edge content (OOB data) ifpresent, and selection of a portion of the image (e.g., the left eyeimage frame content). In this manner, the left eye-image content, in anundistorted form can be output to the second screen 107. In addition, inthis embodiment, the SSC that was extracted from the OOB data can beintegrated with the rendered image shown on the second screen 107. Forexample, in addition to showing the content of the left eye video on thesecond screen 107, additional content that was incorporated into theedges of the image frames can be rendered along with the image data fromthe HMD.

FIGS. 2C-E above described this feature, which may enable others tosocially interact with the user that is wearing the HMD. For example, inthe OOB data, user interactive commands, data, characters,communication, etc., may be presented during and along with the HMDdata. In additional to rendering the SSC obtained from the OOB data onthe second screen 107, the content can be rendered back to the imagecontent displayed in the HMD. As such, users viewing the second screen107 (e.g., FIG. 2C), can play games, interact, socialize, talk, text,etc., with a user that is wearing an HMD 102.

FIG. 7 illustrates alternative embodiment of the SOC processor 106 b. Inthis embodiment, the second screen content (SSC) that is added to thevideo game content (VGC) shown on the second screen 107 is passed viathe USB 404 module. This is instead of integrating compressed SSC datainto the video frames, as described with reference to FIG. 6. In someembodiments, a mix of the embodiment of FIGS. 6 and 7 are envisioned.

Continuing with the embodiment of FIG. 7, the USB module 404 isconfigured to receive second screen content (SSC) directly from theclient system 106 a. The video of the SSC is extracted in module 440. Inone embodiment, the video that provides the SSC is compressed/encodedusing an H.264 protocol. The extracted video stream, being in H.264format is passed to image processor/H.264 codec 432. In this module, thevideo is first decoded by the H.264 codec and then processed to producetiled video block data, for more efficient processing by the GPU 410.The GPU 410 then outputs the video stream in 2D format for the videogame content (VGC) along with the SSC content that was extracted inmodule 440. The output of HDMI output 405, provided to second screen 107therefore includes video consistent with the content that is viewed inthe HMD 102, along with SSC (e.g., social content, interactive gamecontent, social communication data, etc.).

FIG. 8 includes yet another embodiment, wherein the SSC is received atthe USB 404 module in the form of HTML data. The HTML data, as is wellknown, is a format that is suitable for rendering web content (e.g.,images, text, formatting, video, etc.). Module 440 will thereforereceive a data stream that is other than the images frames rendered onthe HMD 102. However, the data stream can include data that may relateto the game play, or data that can be shared on the second screen 107.The data shared to the second screen 107 can also be shared to the HMD102. Thus, in the example of FIG. 7, the second screen 107 can provideweb content, such as metrics, statistics, or other information that maybe relevant to a user.

As mentioned above, other examples may also include the ability of theSOC processor 106 b to render content from other sources, e.g., moves,videos, images, data, while the HMD user is playing a game. The othersources, for example, can integrate the data similar to the way SSC datais provided. For example, the SSC data (data from other sources, e.g.,moves, or other web/storage content) can be integrated into the imageframes as OOB data (e.g., as in FIG. 6), or via a separate USB portpipeline/stream (e.g., as in FIGS. 7 and 8). In still other embodiments,the SOC processor can be configured to simply share the content viewedin the HMD to the second screen, for passive viewing by a user orco-located person (e.g., as in FIG. 5).

With reference to FIG. 9, a diagram illustrating example components of ahead-mounted display 102, in accordance with an embodiment of theinvention. It should be understood that more or less components can beincluded or excluded from the HMD 102, depending on the configurationand functions enabled. The head-mounted display 102 may include aprocessor 500 for executing program instructions. A memory 502 isprovided for storage purposes, and may include both volatile andnon-volatile memory. A display 504 is included which provides a visualinterface that a user may view. The display 504 can be defined by onesingle display, or in the form of a separate display screen for eacheye. When two display screens are provided, it is possible to provideleft-eye and right-eye video content separately. Separate presentationof video content to each eye, for example, can provide for betterimmersive control of three-dimensional (3D) content. As described above,in one embodiment, the second screen 107 is provided with second screencontent of the HMD 102 by using the output for one eye, and thenformatting the content for display in a 2D format. The one eye, in oneembodiment, can be the left-eye video feed, but in other embodiments itcan be the right-eye video feed.

A battery 506 may be provided as a power source for the head-mounteddisplay 102. In other embodiments, the power source can include anoutlet connection to power. In other embodiments, an outlet connectionto power and a battery 506 may be provided. A motion detection module508 may include any of various kinds of motion sensitive hardware, suchas a magnetometer 510, an accelerometer 512, and a gyroscope 514.

An accelerometer is a device for measuring acceleration and gravityinduced reaction forces. Single and multiple axis (e.g., six-axis)models are able to detect magnitude and direction of the acceleration indifferent directions. The accelerometer is used to sense inclination,vibration, and shock. In one embodiment, three accelerometers 512 areused to provide the direction of gravity, which gives an absolutereference for two angles (world-space pitch and world-space roll).

A magnetometer measures the strength and direction of the magnetic fieldin the vicinity of the head-mounted display. In one embodiment, threemagnetometers 510 are used within the head-mounted display, ensuring anabsolute reference for the world-space yaw angle. In one embodiment, themagnetometer is designed to span the earth magnetic field, which is ±80microtesla. Magnetometers are affected by metal, and provide a yawmeasurement that is monotonic with actual yaw. The magnetic field may bewarped due to metal in the environment, which causes a warp in the yawmeasurement. If necessary, this warp can be calibrated using informationfrom other sensors such as the gyroscope or the camera. In oneembodiment, accelerometer 512 is used together with magnetometer 510 toobtain the inclination and azimuth of the head-mounted display 102.

A gyroscope is a device for measuring or maintaining orientation, basedon the principles of angular momentum. In one embodiment, threegyroscopes 514 provide information about movement across the respectiveaxis (x, y and z) based on inertial sensing. The gyroscopes help indetecting fast rotations. However, the gyroscopes can drift overtimewithout the existence of an absolute reference. This requires resettingthe gyroscopes periodically, which can be done using other availableinformation, such as positional/orientation determination based onvisual tracking of an object, accelerometer, magnetometer, etc.

A camera 516 is provided for capturing images and image streams of areal environment. More than one camera (optionally) may be included inthe head-mounted display 102, including a camera that is rear-facing(directed away from a user when the user is viewing the display of thehead-mounted display 102), and a camera that is front-facing (directedtowards the user when the user is viewing the display of thehead-mounted display 102). Additionally, a depth camera 518 may beincluded in the head-mounted display 102 for sensing depth informationof objects in a real environment.

The head-mounted display 102 includes speakers 520 for providing audiooutput. Also, a microphone 522 may be included for capturing audio fromthe real environment, including sounds from the ambient environment,speech made by the user, etc. The head-mounted display 102 includestactile feedback module 524 for providing tactile feedback to the user.In one embodiment, the tactile feedback module 524 is capable of causingmovement and/or vibration of the head-mounted display 102 so as toprovide tactile feedback to the user.

LEDs 526 are provided as visual indicators of statuses of thehead-mounted display 102. For example, an LED may indicate batterylevel, power on, etc. A card reader 528 is provided to enable thehead-mounted display 102 to read and write information to and from amemory card. A USB interface 530 is included as one example of aninterface for enabling connection of peripheral devices, or connectionto other devices, such as other portable devices, computers, etc. Invarious embodiments of the head-mounted display 102, any of variouskinds of interfaces may be included to enable greater connectivity ofthe head-mounted display 102.

A WiFi module 532 may be included for enabling connection to theInternet via wireless networking technologies. Also, the head-mounteddisplay 102 may include a Bluetooth module 534 for enabling wirelessconnection to other devices. A communications link 536 may also beincluded for connection to other devices. In one embodiment, thecommunications link 536 utilizes infrared transmission for wirelesscommunication. In other embodiments, the communications link 536 mayutilize any of various wireless or wired transmission protocols forcommunication with other devices.

Input buttons/sensors 538 are included to provide an input interface forthe user. Any of various kinds of input interfaces may be included, suchas buttons, touchpad, joystick, trackball, etc. An ultra-soniccommunication module 540 may be included in head-mounted display 102 forfacilitating communication with other devices via ultra-sonictechnologies.

Bio-sensors 542 are included to enable detection of physiological datafrom a user. In one embodiment, the bio-sensors 542 include one or moredry electrodes for detecting bio-electric signals of the user throughthe user's skin, voice detection, eye retina detection to identifyusers/profiles, etc.

The foregoing components of head-mounted display 102 have been describedas merely exemplary components that may be included in head-mounteddisplay 102. In various embodiments of the invention, the head-mounteddisplay 102 may or may not include some of the various aforementionedcomponents. Embodiments of the head-mounted display 102 may additionallyinclude other components not presently described, but known in the art,for purposes of facilitating aspects of the present invention as hereindescribed.

It will be appreciated by those skilled in the art that in variousembodiments of the invention, the aforementioned handheld device may beutilized in conjunction with an interactive application displayed on adisplay to provide various interactive functions. The exemplaryembodiments described herein are provided by way of example only, andnot by way of limitation.

In one embodiment, clients and/or client devices, as referred to herein,may include head mounted displays (HMDs), terminals, personal computers,game consoles, tablet computers, telephones, set-top boxes, kiosks,wireless devices, digital pads, stand-alone devices, handheld gameplaying devices, and/or the like. Typically, clients are configured toreceive encoded video streams, decode the video streams, and present theresulting video to a user, e.g., a player of a game. The processes ofreceiving encoded video streams and/or decoding the video streamstypically includes storing individual video frames in a receive bufferof the client. The video streams may be presented to the user on adisplay integral to client or on a separate device such as a monitor ortelevision.

Clients are optionally configured to support more than one game player.For example, a game console may be configured to support two, three,four or more simultaneous players (e.g., P1, P2, . . . Pn). Each ofthese players may receive or share a video stream, or a single videostream may include regions of a frame generated specifically for eachplayer, e.g., generated based on each player's point of view. Any numberof clients can be local (e.g., co-located) or are geographicallydispersed. The number of clients included in a game system may varywidely from one or two to thousands, tens of thousands, or more. As usedherein, the term “game player” is used to refer to a person that plays agame and the term “game playing device” is used to refer to a deviceused to play a game. In some embodiments, the game playing device mayrefer to a plurality of computing devices that cooperate to deliver agame experience to the user.

For example, a game console and an HMD may cooperate with the videoserver system to deliver a game viewed through the HMD. In oneembodiment, the game console receives the video stream from the videoserver system and the game console forwards the video stream, or updatesto the video stream, to the HMD and/or television for rendering.

Clients may, but are not required to, further include systems configuredfor modifying received video. For example, a client may be configured toperform further rendering, to overlay one video image on another videoimage, to crop a video image, and/or the like. For example, clients maybe configured to receive various types of video frames, such asI-frames, P-frames and B-frames, and to process these frames into imagesfor display to a user. In some embodiments, a member of clients isconfigured to perform further rendering, shading, conversion to 3-D,conversion to 2D, distortion removal, sizing, or like operations on thevideo stream. A member of clients is optionally configured to receivemore than one audio or video stream.

Input devices of clients may include, for example, a one-hand gamecontroller, a two-hand game controller, a gesture recognition system, agaze recognition system, a voice recognition system, a keyboard, ajoystick, a pointing device, a force feedback device, a motion and/orlocation sensing device, a mouse, a touch screen, a neural interface, acamera, input devices yet to be developed, and/or the like.

A video source may include rendering logic, e.g., hardware, firmware,and/or software stored on a computer readable medium such as storage.This rendering logic is configured to create video frames of the videostream based on the game state. All or part of the rendering logic isoptionally disposed within one or more graphics processing unit (GPU).Rendering logic typically includes processing stages configured fordetermining the three-dimensional spatial relationships between objectsand/or for applying appropriate textures, etc., based on the game stateand viewpoint. The rendering logic can produce raw video that isencoded. For example, the raw video may be encoded according to an AdobeFlash® standard, HTML-5, .wav, H.264, H.263, On2, VP6, VC-1, WMA,Huffyuv, Lagarith, MPG-x. Xvid. FFmpeg, x264, VP6-8, realvideo, mp3, orthe like. The encoding process produces a video stream that isoptionally packaged for delivery to a decoder on a device. The videostream is characterized by a frame size and a frame rate. Typical framesizes include 800×600, 1280×720 (e.g., 720p), 1024×768, 1080p, althoughany other frame sizes may be used. The frame rate is the number of videoframes per second. A video stream may include different types of videoframes. For example, the H.264 standard includes a “P” frame and a “I”frame. I-frames include information to refresh all macro blocks/pixelson a display device, while P-frames include information to refresh asubset thereof. P-frames are typically smaller in data size than areI-frames. As used herein the term “frame size” is meant to refer to anumber of pixels within a frame. The term “frame data size” is used torefer to a number of bytes required to store the frame.

In some embodiments, the client can be a general purpose computer, aspecial purpose computer, a gaming console, a personal computer, alaptop computer, a tablet computer, a mobile computing device, aportable gaming device, a cellular phone, a set-top box, a streamingmedia interface/device, a smart television or networked display, or anyother computing device capable of being configured to fulfill thefunctionality of a client as defined herein. In one embodiment, a cloudgaming server is configured to detect the type of client device which isbeing utilized by the user, and provide a cloud-gaming experienceappropriate to the user's client device. For example, image settings,audio settings and other types of settings may be optimized for theuser's client device.

FIG. 10 illustrates an embodiment of an Information Service Providerarchitecture. Information Service Providers (ISP) 670 delivers amultitude of information services to users 682 geographically dispersedand connected via network 686. An ISP can deliver just one type ofservice, such as stock price updates, or a variety of services such asbroadcast media, news, sports, gaming, etc. Additionally, the servicesoffered by each ISP are dynamic, that is, services can be added or takenaway at any point in time. Thus, the ISP providing a particular type ofservice to a particular individual can change over time. For example, auser may be served by an ISP in near proximity to the user while theuser is in her home town, and the user may be served by a different ISPwhen the user travels to a different city. The home-town ISP willtransfer the required information and data to the new ISP, such that theuser information “follows” the user to the new city making the datacloser to the user and easier to access. In another embodiment, amaster-server relationship may be established between a master ISP,which manages the information for the user, and a server ISP thatinterfaces directly with the user under control from the master ISP. Inanother embodiment, the data is transferred from one ISP to another ISPas the client moves around the world to make the ISP in better positionto service the user be the one that delivers these services.

ISP 670 includes Application Service Provider (ASP) 672, which providescomputer-based services to customers over a network. Software offeredusing an ASP model is also sometimes called on-demand software orsoftware as a service (SaaS). A simple form of providing access to aparticular application program (such as customer relationshipmanagement) is by using a standard protocol such as HTTP. Theapplication software resides on the vendor's system and is accessed byusers through a web browser using HTML, by special purpose clientsoftware provided by the vendor, or other remote interface such as athin client.

Services delivered over a wide geographical area often use cloudcomputing. Cloud computing is a style of computing in which dynamicallyscalable and often virtualized resources are provided as a service overthe Internet. Users do not need to be an expert in the technologyinfrastructure in the “cloud” that supports them. Cloud computing can bedivided in different services, such as Infrastructure as a Service(IaaS), Platform as a Service (PaaS), and Software as a Service (SaaS).Cloud computing services often provide common business applicationsonline that are accessed from a web browser, while the software and dataare stored on the servers. The term cloud is used as a metaphor for theInternet (e.g., using servers, storage and logic), based on how theInternet is depicted in computer network diagrams and is an abstractionfor the complex infrastructure it conceals.

Further, ISP 670 includes a Game Processing Server (GPS) 674 which isused by game clients to play single and multiplayer video games. Mostvideo games played over the Internet operate via a connection to a gameserver. Typically, games use a dedicated server application thatcollects data from players and distributes it to other players. This ismore efficient and effective than a peer-to-peer arrangement, but itrequires a separate server to host the server application. In anotherembodiment, the GPS establishes communication between the players andtheir respective game-playing devices exchange information withoutrelying on the centralized GPS.

Dedicated GPSs are servers which run independently of the client. Suchservers are usually run on dedicated hardware located in data centers,providing more bandwidth and dedicated processing power. Dedicatedservers are the preferred method of hosting game servers for mostPC-based multiplayer games. Massively multiplayer online games run ondedicated servers usually hosted by the software company that owns thegame title, allowing them to control and update content.

Broadcast Processing Server (BPS) 676 distributes audio or video signalsto an audience. Broadcasting to a very narrow range of audience issometimes called narrowcasting. The final leg of broadcast distributionis how the signal gets to the listener or viewer, and it may come overthe air as with a radio station or TV station to an antenna andreceiver, or may come through cable TV or cable radio (or “wirelesscable”) via the station or directly from a network. The Internet mayalso bring either radio or TV to the recipient, especially withmulticasting allowing the signal and bandwidth to be shared.Historically, broadcasts have been delimited by a geographic region,such as national broadcasts or regional broadcast. However, with theproliferation of fast internet, broadcasts are not defined bygeographies as the content can reach almost any country in the world.

Storage Service Provider (SSP) 678 provides computer storage space andrelated management services. SSPs also offer periodic backup andarchiving. By offering storage as a service, users can order morestorage as required. Another major advantage is that SSPs include backupservices and users will not lose all their data if their computers' harddrives fail. Further, a plurality of SSPs can have total or partialcopies of the user data, allowing users to access data in an efficientway independently of where the user is located or the device being usedto access the data. For example, a user can access personal files in thehome computer, as well as in a mobile phone while the user is on themove.

Communications Provider 380 provides connectivity to the users. One kindof Communications Provider is an Internet Service Provider (ISP) whichoffers access to the Internet. The ISP connects its customers using adata transmission technology appropriate for delivering InternetProtocol datagrams, such as dial-up, DSL, cable modem, fiber, wirelessor dedicated high-speed interconnects. The Communications Provider canalso provide messaging services, such as e-mail, instant messaging, andSMS texting. Another type of Communications Provider is the NetworkService provider (NSP) which sells bandwidth or network access byproviding direct backbone access to the Internet. Network serviceproviders may consist of telecommunications companies, data carriers,wireless communications providers, Internet service providers, cabletelevision operators offering high-speed Internet access, etc.

Data Exchange 688 interconnects the several modules inside ISP 670 andconnects these modules to users 682 via network 686. Data Exchange 688can cover a small area where all the modules of ISP 670 are in closeproximity, or can cover a large geographic area when the differentmodules are geographically dispersed. For example, Data Exchange 688 caninclude a fast Gigabit Ethernet (or faster) within a cabinet of a datacenter, or an intercontinental virtual area network (VLAN).

Users 682 access the remote services with client device 684, whichincludes at least a CPU, a display and I/O. The client device can be aPC, a mobile phone, a netbook, tablet, gaming system, a PDA, etc. In oneembodiment, ISP 670 recognizes the type of device used by the client andadjusts the communication method employed. In other cases, clientdevices use a standard communications method, such as html, to accessISP 670.

Embodiments of the present invention may be practiced with variouscomputer system configurations including hand-held devices,microprocessor systems, microprocessor-based or programmable consumerelectronics, minicomputers, mainframe computers and the like. Theinvention can also be practiced in distributed computing environmentswhere tasks are performed by remote processing devices that are linkedthrough a wire-based or wireless network.

With the above embodiments in mind, it should be understood that theinvention can employ various computer-implemented operations involvingdata stored in computer systems. These operations are those requiringphysical manipulation of physical quantities. Any of the operationsdescribed herein that form part of the invention are useful machineoperations. The invention also relates to a device or an apparatus forperforming these operations. The apparatus can be specially constructedfor the required purpose, or the apparatus can be a general-purposecomputer selectively activated or configured by a computer programstored in the computer. In particular, various general-purpose machinescan be used with computer programs written in accordance with theteachings herein, or it may be more convenient to construct a morespecialized apparatus to perform the required operations.

The invention can also be embodied as computer readable code on acomputer readable medium. The computer readable medium is any datastorage device that can store data, which can be thereafter be read by acomputer system. Examples of the computer readable medium include harddrives, network attached storage (NAS), read-only memory, random-accessmemory, CD-ROMs, CD-Rs, CD-RWs, magnetic tapes and other optical andnon-optical data storage devices. The computer readable medium caninclude computer readable tangible medium distributed over anetwork-coupled computer system so that the computer readable code isstored and executed in a distributed fashion.

Although the method operations were described in a specific order, itshould be understood that other housekeeping operations may be performedin between operations, or operations may be adjusted so that they occurat slightly different times, or may be distributed in a system whichallows the occurrence of the processing operations at various intervalsassociated with the processing, as long as the processing of the overlayoperations are performed in the desired way.

Although the foregoing invention has been described in some detail forpurposes of clarity of understanding, it will be apparent that certainchanges and modifications can be practiced within the scope of theappended claims. Accordingly, the present embodiments are to beconsidered as illustrative and not restrictive, and the invention is notto be limited to the details given herein, but may be modified withinthe scope and equivalents of the appended claims.

What is claimed is:
 1. A system for processing video frames generatedfor a head mounted display (HMD) for sharing to a second screen,comprising, a client system having a processor for generating videoframes in response to interactive game play of a video game using theHMD, the generated video frames including in-band regions that includethe video game content (VGC) to be displayed on the HMD and out-of-band(OOB) regions that include second screen content (SSC); and asystem-on-a-chip (SOC) processor having an input interface for receivingthe generated video frames, the SOC processor including extract logicfor extracting the SSC from the out-of-band regions and a graphicsprocessor unit (GPU) for selecting a portion of the generated videoframes and formatting for display on the second screen, the extractedSSC and the portion of the generated video frames being provided to afirst output interface of the SOC processor, the generated video framesreceived via the input interface being provided as a pass-through to asecond output interface of the SOC processor; wherein the first outputinterface of the SOC processor is connectable to the second screen;wherein the second output interface of the SOC process is connectable tothe HMD.
 2. The system of claim 1, wherein the SOC processor includes acodec module for decoding the SSC extracted by the extract logic.
 3. Thesystem of claim 1, wherein the portion of the generated video frames,selected by the GPU includes video game content (VGC) that is predefinedfor display to one eye in a display of the HMD, the portion furtherexcluding the OOB regions.
 4. The system of claim 3, wherein theformatting by the GPU includes performing an un-distortion function tothe VGC in the portion, the un-distortion function removes graphiceffects that are native for display in the HMD.
 5. The system of claim3, wherein the formatting by the GPU includes a cropping function and ascaling function, the cropping function and scaling function processedto fit a native display format of the second screen, that is differentthan a native format of the HMD.
 6. The system of claim 1, wherein theSOC processor further comprises, an audio pass-through communicatedbetween the input interface and the first output interface.
 7. Thesystem of claim 1, wherein the SOC processor further comprises, a USBmodule input for connection with the client system, the USB moduleconfigured to receive audio and output motion data obtained from the HMDback to the client system.
 8. The system of claim 7, wherein the USBmodule communicates the received audio from the client system to a 3Daudio rendering module for delivery to the HMD, the 3D audio rendingmodule further configured with an input for receiving audio from theinput interface.
 9. The system of claim 8, wherein the SOC processorfurther comprises, a sensor pass-through module for receiving motiondata from the HMD, the motion data being communicated to the USB modulefor communication to the client system, the motion data identifyingmotion of the HMD that is used by the client system to modify theinteractive game play of the video game.
 10. The system of claim 1,further comprising, a camera input received by the client system, thecamera input configured to capture image data of a scene that includesthe HMD, the captured image data used by the client system to modify theinteractive game play of the video game; a motion pass-through module inthe SOC processor for receiving motion data from the HMD, the motiondata used by the client system to further modify the interactive gameplay of the video game; wherein modifications in the interactive gameplay are rendered in the video frames produced by the client system, thevideo frames being pass-through the SOC processor to the HMD andprocessed by the SOC processor for sharing to the second screen via theSOC processor.
 11. The system of claim 1, wherein the extract logicoperates on the video frames received from the input interface.
 12. Asystem for processing video frames generated for a head mounted display(HMD) for sharing to a second screen, comprising, a client system havinga processor for generating video frames in response to interactive gameplay of a video game using the HMD, the generated video frames includingin-band regions that include the video game content (VGC) to bedisplayed on the HMD; and a system-on-a-chip (SOC) processor having aninput interface for receiving the generated video frames, the SOCprocessor including, a USB input for receiving video frames includingsecond screen content (SSC); extract logic for extracting the SSC fromvideo frames; a codec unit configured to receive the video frames andextracted SSC; a graphics processor unit (GPU) for selecting a portionof the generated video frames and formatting for display on the secondscreen, the extracted SSC and the portion of the generated video framesbeing provided to a first output interface of the SOC processor, thegenerated video frames received via the input interface being providedas a pass-through to a second output interface of the SOC processor;wherein the first output interface of the SOC processor is connectableto the second screen; wherein the second output interface of the SOCprocess is connectable to the HMD.
 13. The system of claim 12, whereinthe codec decodes the SSC encoded in H.264 by the client system.
 14. Thesystem of claim 12, wherein the portion of the generated video frames,selected by the GPU includes video game content (VGC) that is predefinedfor display to one eye in a display of the HMD, the portion furtherexcluding out-of-band (OOB) regions.
 15. The system of claim 12, whereinthe formatting by the GPU includes performing an un-distortion functionto the VGC in the portion, the un-distortion function removes graphiceffects that are native for display in the HMD.
 16. The system of claim15, wherein the formatting by the GPU includes a cropping function and ascaling function, the cropping function and scaling function processedto fit a native display format of the second screen, that is differentthan a native format of the HMD.
 17. The system of claim 1, wherein theSOC processor further comprises, an audio pass-through communicatedbetween the input interface and the first output interface.
 18. Thesystem of claim 12, wherein the USB input receives audio from the clientsystem and returns output motion data obtained from the HMD back to theclient system.
 19. The system of claim 18, wherein the USB inputcommunicates the received audio from the client system to a 3D audiorendering module for delivery to the HMD, the 3D audio rending modulefurther configured with an input for receiving audio from the inputinterface.
 20. The system of claim 12, wherein the SSC is HTML content,the HTML content is configured for output by the first output interfaceof the SOC processor, for display on the second screen.
 21. A system forprocessing video frames generated for a head mounted display (HMD) forsharing to a second screen, comprising, a client system having aprocessor for generating video frames in response to interactive gameplay of a video game using the HMD, the generated video frames includingin-band regions that include the video game content (VGC) to bedisplayed on the HMD and out-of-band (OOB) regions; and asystem-on-a-chip (SOC) processor (106 b) having an input interface forreceiving the generated video frames, the SOC processor including, aformat module for formatting the received frames (408); a graphicsprocessor unit (GPU) for selecting a portion of the generated videoframes and formatting for display on the second screen, the formattedportion of the generated video frames being provided to a first outputinterface of the SOC processor, the portion of the generated videoframes provided to the second screen providing a substantial mirroringof the video frames rendered on the HMD, in substantial real time; and apass-through interface for communicating the generated video framesbetween the input interface to a second output interface of the SOCprocessor; wherein the first output interface of the SOC processor isconnectable to the second screen; wherein the second output interface ofthe SOC process is connectable to the HMD.
 22. The system of claim 21,wherein the portion of the generated video frames, selected by the GPUincludes video game content (VGC) that is predefined for display to oneeye in a display of the HMD, the portion further excluding the OOBregions.
 23. The system of claim 21, wherein the formatting by the GPUincludes performing an un-distortion function to the VGC in the portion,the un-distortion function removes graphic effects that are native fordisplay in the HMD.
 24. The system of claim 21, wherein the formattingby the GPU includes a cropping function and a scaling function, thecropping function and scaling function processed to fit a native displayformat of the second screen, that is different than a native format ofthe HMD.
 25. The system of claim 21, wherein the SOC processor furthercomprises, an audio pass-through communicated between the inputinterface and the first output interface.
 26. The system of claim 21,wherein the SOC processor further comprises, a USB module input forconnection with the client system, the USB module configured to receiveaudio and output motion data obtained from the HMD back to the clientsystem.
 27. The system of claim 26, wherein the USB module communicatesthe received audio from the client system to a 3D audio rendering modulefor delivery to the HMD, the 3D audio rending module further configuredwith an input for receiving audio from the input interface.
 28. A methodfor processing video frames generated for display on a head mounteddisplay (HMD), comprising, receiving the video frames formatted fordisplay on the HMD; while passing the video frames to the HMD, selectinga portion of content from the video frames (e.g., left eye); andprocessing the portion of the content for output to a second screen;wherein the video frames viewed in the HMD are a result of interactiveplay executed for viewing on the HMD, the second screen configured torender an undistorted view of the interactive play on the HMD.
 29. Amethod of claim 28, wherein the video stream is processed to includesecond screen content (SSC), the method further including, processingthe video frames to extract the SSC content for integration with theprocessed portion of the content that is output to the second screen.30. The method of claim 29, wherein the SSC includes interactive gameplay content from another playing with a player that wears the HMD usingthe second screen.